Total found:2900
Standard Effect IDs for flames and sparks

Flame and spark machines from various manufacturers have common or overlapping sets of effects, though the effects may be implemented by different DMX personalities on the different machines.  The Standard Effect IDs listed in Table 1 have the meaning defined in the table and exhibited by the reference fixture.  Finale 3D can convert effects in a show from one fixture to another ("fixture cloning") by replacing an effect from the "from" fixture with the corresponding effect of the "to" fixture, matching the Standard Effect ID.   Table 1 – Standard Effect IDs for flames and sparks ID Effect Reference part number Reference fixture 0000 Safety Channel Or Pilot Or Pre-Heat GFX9099 Explo [001] X2 Wave Flamer 0001 Very Short Flame (sm), or a placeholder effect for any DMX fixture (details) GFX9079 Explo [001] X2 Wave Flamer 0002 Very Short Flame (md) GFX9073 Explo [001] X2 Wave Flamer 0003 Very Short Flame (lg) GFX9085 Explo [001] X2 Wave Flamer 0004 Short Flame (sm) GFX9076 Explo [001] X2 Wave Flamer 0005 Short Flame (md) GFX9070 Explo [001] X2 Wave Flamer 0006 Short Flame (lg) GFX9082 Explo [001] X2 Wave Flamer 0007 Standard Flame (sm) GFX9080 Explo [001] X2 Wave Flamer 0008 Standard Flame (md) GFX9074 Explo [001] X2 Wave Flamer 0009 Standard Flame (lg) GFX9086 Explo [001] X2 Wave Flamer 0010 Long Flame (sm) GFX9081 Explo [001] X2 Wave Flamer 0011 Long Flame (md) GFX9075 Explo [001] X2 Wave Flamer 0012 Long Flame (lg) GFX9087 Explo [001] X2 Wave Flamer 0013 Very Long Flame (sm) GFX9077 Explo [001] X2 Wave Flamer 0014 Very Long Flame (md) GFX9071 Explo [001] X2 Wave Flamer 0015 Very Long Flame (lg) GFX9083 Explo [001] X2 Wave Flamer 0016 One Sec Flame (sm) GFX9078 Explo [001] X2 Wave Flamer 0017 One Sec Flame (md) GFX9072 Explo [001] X2 Wave Flamer 0018 One Sec Flame (lg) GFX9084 Explo [001] X2 Wave Flamer 0019 Move-In-Black GFX9088 Explo [001] X2 Wave Flamer 0020 Move-To While On (sm) GFX9090 Explo [001] X2 Wave Flamer 0021 Move-To While On (md) GFX9089 Explo [001] X2 Wave Flamer 0022 Move-To While On (lg) GFX9091 Explo [001] X2 Wave Flamer 0101 Macro -105° Short Flame (#1) GFX9001 Explo [001] X2 Wave Flamer 0102 Macro -90° Short Flame (#2) GFX9002 Explo [001] X2 Wave Flamer 0103 - 0166 Other Explo X2 Wave Flamer defined macros (#3 - #66) GFX9003 to GFX9066 Explo [001] X2 Wave Flamer 0167 Macro Step MR 8>14 Middle (#67) SHV1067 Showven [009] Circle Flamer 0168 Macro Step ML 8>2 Middle (#68) SHV1068 Showven [009] Circle Flamer 0169 Macro Step MR 8>14 Middle (#69) SHV1069 Showven [009] Circle Flamer 0170 Macro Step ML 8>2 Middle (#70) SHV1070 Showven [009] Circle Flamer 0177 Macro Step MR 8>>13 Short (#67) SPF1067 Spark Fabrica [010] Moving Head Flamer 0178 Macro Step RM 13>>8 Short (#68) SPF1068 Spark Fabrica [010] Moving Head Flamer 0179 Macro Step MR 8>>13 Long (#69) SPF1069 Spark Fabrica [010] Moving Head Flamer 0180 Macro Step RM 13>>8 Long (#70) SPF1070 Spark Fabrica [010] Moving Head Flamer 0181 Macro Step ML 8>>3 Middle (#71) SPF1071 Spark Fabrica [010] Moving Head Flamer 0182 Macro Step LM 3>>8 Middle (#72) SPF1072 Spark Fabrica [010] Moving Head Flamer 0183 Macro Step ML 8>>3 Long (#73) SPF1073 Spark Fabrica [010] Moving Head Flamer 0184 Macro Step LM 3>>8 Long (#74) SPF1074 Spark Fabrica [010] Moving Head Flamer 0185 Macro Step LR 3>>13 Short (#75) SPF1075 Spark Fabrica [010] Moving Head Flamer 0186 Macro Step RL 13>>3 Short (#76) SPF1076 Spark Fabrica [010] Moving Head Flamer 0187 Macro Step LR 2>>14 Short (#77) SPF1077 Spark Fabrica [010] Moving Head Flamer 0188 Macro Step RL 14>>2 Short (#78) SPF1078 Spark Fabrica [010] Moving Head Flamer 0189 Macro Step ZL 8>5>11 Short (#79) SPF1079 Spark Fabrica [010] Moving Head Flamer 0190 Macro Step ZR 8>11>5 Short (#80) SPF1080 Spark Fabrica [010] Moving Head Flamer 0191 Macro Step LR 5>11 Short (#81) SPF1081 Spark Fabrica [010] Moving Head Flamer 0192 Macro Step LR 11>5 Short (#82) SPF1082 Spark Fabrica [010] Moving Head Flamer 0193 Macro Wave MR 8>>13 Middle (#83) SPF1083 Spark Fabrica [010] Moving Head Flamer 0194 Macro Wave RM 13>>8 Middle (#84) SPF1084 Spark Fabrica [010] Moving Head Flamer 0195 Macro Wave ML 8>>3 Middle (#85) SPF1085 Spark Fabrica [010] Moving Head Flamer 0196 Macro Wave LM 3>>8 Middle (#86) SPF1086 Spark Fabrica [010] Moving Head Flamer 0197 Macro Wave LR 3>>13 Short (#87) SPF1087 Spark Fabrica [010] Moving Head Flamer 0198 Macro Wave RL 13>>3 Short (#88) SPF1088 Spark Fabrica [010] Moving Head Flamer 0199 Macro 0° Excessively Long (#89) SPF1089 Spark Fabrica [010] Moving Head Flamer 0201 L45 Long Flame (md) GFX9701 MagicFX [003] Mode 1 Flamaniac 0202 L22.5 Long Flame (md) GFX9702 MagicFX [003] Mode 1 Flamaniac 0203 Up Long Flame, Fixed Angle (md) GFX9703 MagicFX [003] Mode 1 Flamaniac 0204 R22.5 Long Flame (md) GFX9704 MagicFX [003] Mode 1 Flamaniac 0205 R45 Long Flame (md) GFX9705 MagicFX [003] Mode 1 Flamaniac 0211 L45 Short Flame (md) GFX9721 MagicFX [003] Mode 1 Flamaniac 0212 L22.5 Short Flame (md) GFX9722 MagicFX [003] Mode 1 Flamaniac 0213 Up Short Flame, Fixed Angle (md) GFX9723 MagicFX [003] Mode 1 Flamaniac 0214 R22.5 Short Flame (md) GFX9724 MagicFX [003] Mode 1 Flamaniac 0215 R45 Short Flame (md) GFX9725 MagicFX [003] Mode 1 Flamaniac 0221 L45 One Sec Flame (md) GFX9741 MagicFX [003] Mode 1 Flamaniac 0222 L22.5 One Sec Flame (md) GFX9742 MagicFX [003] Mode 1 Flamaniac 0223 Up One Sec Flame, Fixed Angle (md) GFX9743 MagicFX [003] Mode 1 Flamaniac 0224 R22.5 One Sec Flame (md) GFX9744 MagicFX [003] Mode 1 Flamaniac 0225 R45 One Sec Flame (md) GFX9745 MagicFX [003] Mode 1 Flamaniac 0226 With Flame Enabled, Recharging Pump GFX9119 Explo [034] GX3 Power Flamer 0227 With Flame Enabled, Not Recharging Pump GFX9120 Explo [034] GX3 Power Flamer 0228 5 Head Flame Macro 1>2>3>4>5 Short ANON1021 Anonymous [036] 5 Head Flamer 7CH 0229 5 Head Flame Macro 5>4>3>2>1 Short ANON1022 Anonymous [036] 5 Head Flamer 7CH 0230 5 Head Flame Macro 1>5>2>4>3 Short ANON1023 Anonymous [036] 5 Head Flamer 7CH 0231 5 Head Flame Macro 3>4>2>5>1 Short Anonymous [036] 5 Head Flamer 7CH 0232 5 Head Flame Macro 1>5>4>2>3 Short Anonymous [036] 5 Head Flamer 7CH 0233 5 Head Flame Macro 5>1>2>4>3 Short ANON1026 Anonymous [036] 5 Head Flamer 7CH 0234 5 Head Flame Macro 3>4>2>1>5 Short ANON1027 Anonymous [036] 5 Head Flamer 7CH 0235 5 Head Flame Macro 3>4>2>5>1 Short ANON1028 Anonymous [036] 5 Head Flamer 7CH 0236 5 Head Flame Macro 1>2>3>4>5 Middle ANON1029 Anonymous [036] 5 Head Flamer 7CH 0237 5 Head Flame Macro 5>4>3>2>1 Middle ANON1030 Anonymous [036] 5 Head Flamer 7CH 0238 5 Head Flame Macro 1>5>2>4>3 Middle ANON1031 Anonymous [036] 5 Head Flamer 7CH 0239 5 Head Flame Macro 3>4>2>5>1 Middle Anonymous [036] 5 Head Flamer 7CH 0240 5 Head Flame Macro 1>5>4>2>3 Middle Anonymous [036] 5 Head Flamer 7CH 0241 5 Head Flame Macro 5>1>2>4>3 Middle ANON1034 Anonymous [036] 5 Head Flamer 7CH 0242 5 Head Flame Macro 3>4>2>1>5 Middle ANON1035 Anonymous [036] 5 Head Flamer 7CH 0243 5 Head Flame Macro 3>4>2>5>1 Middle ANON1036 Anonymous [036] 5 Head Flamer 7CH 0244 5 Head Flame Macro 1>2>3>4>5 Long ANON1037 Anonymous [036] 5 Head Flamer 7CH 0245 5 Head Flame Macro 5>4>3>2>1 Long ANON1038 Anonymous [036] 5 Head Flamer 7CH 0246 5 Head Flame Macro 1>5>2>4>3 Long ANON1039 Anonymous [036] 5 Head Flamer 7CH 0247 5 Head Flame Macro 3>4>2>5>1 Long Anonymous [036] 5 Head Flamer 7CH 0248 5 Head Flame Macro 1>5>4>2>3 Long Anonymous [036] 5 Head Flamer 7CH 0249 5 Head Flame Macro 5>1>2>4>3 Long ANON1042 Anonymous [036] 5 Head Flamer 7CH 0250 5 Head Flame Macro 3>4>2>1>5 Long ANON1043 Anonymous [036] 5 Head Flamer 7CH 0251 5 Head Flame Macro 3>4>2>5>1 Long ANON1044 Anonymous [036] 5 Head Flamer 7CH 0252 5 Head Flame Macro 1+2+3+4+5 Short ANON1045 Anonymous [036] 5 Head Flamer 7CH 0253 5 Head Flame Macro 1+2+3+4+5 Middle ANON1046 Anonymous [036] 5 Head Flamer 7CH 0254 5 Head Flame Macro 1+2+3+4+5 Long ANON1047 Anonymous [036] 5 Head Flamer 7CH 0255 5 Head Flame Macro 3>4+2>5+1 Short ANON1024 Anonymous [036] 5 Head Flamer 7CH 0256 5 Head Flame Macro 1+5>4+2>3 Short ANON1025 Anonymous [036] 5 Head Flamer 7CH 0257 5 Head Flame Macro 3>4+2>5+1 Middle ANON1032 Anonymous [036] 5 Head Flamer 7CH 0258 5 Head Flame Macro 1+5>4+2>3 Middle ANON1033 Anonymous [036] 5 Head Flamer 7CH 0259 5 Head Flame Macro 3>4+2>5+1 Long ANON1040 Anonymous [036] 5 Head Flamer 7CH 0260 5 Head Flame Macro 1+5>4+2>3 Long ANON1041 Anonymous [036] 5 Head Flamer 7CH 0280 3 Head Flame Macro 1+2+3 MOK1033 MK-H-E03 [043] 3 Head Flamer 0281 3 Head Flame Macro 1>2>3>1+2+3 Middle MOK1034 MK-H-E03 [043] 3 Head Flamer 0401 Very Short Sparks (sm) SHV3006 Showven [014] Sparkular 0402 Very Short Sparks (md) SHV3000 Showven [014] Sparkular 0403 Very Short Sparks (lg) SHV3012 Showven [014] Sparkular 0404 Short Sparks (sm) SHV3007 Showven [014] Sparkular 0405 Short Sparks (md) SHV3001 Showven [014] Sparkular 0406 Short Sparks (lg) SHV3013 Showven [014] Sparkular 0407 Standard Sparks (sm) SHV3008 Showven [014] Sparkular 0408 Standard Sparks (md) SHV3002 Showven [014] Sparkular 0409 Standard Sparks (lg) SHV3014 Showven [014] Sparkular 0410 Long Sparks (sm) SHV3009 Showven [014] Sparkular 0411 Long Sparks (md) SHV3003 Showven [014] Sparkular 0412 Long Sparks (lg) SHV3015 Showven [014] Sparkular 0413 Very Long Sparks (sm) SHV3010 Showven [014] Sparkular 0414 Very Long Sparks (md) SHV3004 Showven [014] Sparkular 0415 Very Long Sparks (lg) SHV3016 Showven [014] Sparkular 0416 One Sec Sparks (sm) SHV3011 Showven [014] Sparkular 0417 One Sec Sparks (md) SHV3005 Showven [014] Sparkular 0418 One Sec Sparks (lg) SHV3017 Showven [014] Sparkular 0419 With Angle 0420 Two Sec Sparks (sm) SHV3019 Showven [014] Sparkular 0421 Two Sec Sparks (md) SHV3020 Showven [014] Sparkular 0422 Two Sec Sparks (lg) SHV3021 Showven [014] Sparkular 0423 Fog Jet (sm) SHV3319 Showven [062] SonicBoom Plus SmokeJet 14CH 0424 Fog Jet (md) 0425 Fog Jet (lg) SHV3320 Showven [062] SonicBoom Plus SmokeJet 14CH 0426 Fog Jet And Red Flash (sm) SHV3300 Showven [062] SonicBoom Plus SmokeJet 14CH 0427 Fog Jet And Red Flash (md) 0428 Fog Jet And Red Flash (lg) SHV3301 Showven [062] SonicBoom Plus SmokeJet 14CH 0429 Fog Jet And Green Flash (sm) SHV3302 Showven [062] SonicBoom Plus SmokeJet 14CH 0430 Fog Jet And Green Flash (md) 0431 Fog Jet And Green Flash (lg) SHV3303 Showven [062] SonicBoom Plus SmokeJet 14CH 0432 Fog Jet And Blue Flash (sm) SHV3304 Showven [062] SonicBoom Plus SmokeJet 14CH 0433 Fog Jet And Blue Flash (md) 0434 Fog Jet And Blue Flash (lg) SHV3305 Showven [062] SonicBoom Plus SmokeJet 14CH 0435 Fog Jet And Yellow Flash (sm) SHV3306 Showven [062] SonicBoom Plus SmokeJet 14CH 0436 Fog Jet And Yellow Flash (md) 0437 Fog Jet And Yellow Flash (lg) SHV3307 Showven [062] SonicBoom Plus SmokeJet 14CH 0438 Fog Jet And Magenta Flash (sm) SHV3308 Showven [062] SonicBoom Plus SmokeJet 14CH 0439 Fog Jet And Magenta Flash (md) 0440 Fog Jet And Magenta Flash (lg) SHV3309 Showven [062] SonicBoom Plus SmokeJet 14CH 0441 Fog Jet And Cyan Flash (sm) SHV3310 Showven [062] SonicBoom Plus SmokeJet 14CH 0442 Fog Jet And Cyan Flash (md) 0443 Fog Jet And Cyan Flash (lg) SHV3311 Showven [062] SonicBoom Plus SmokeJet 14CH 0444 Fog Jet And White Flash (sm) SHV3312 Showven [062] SonicBoom Plus SmokeJet 14CH 0445 Fog Jet And White Flash (md) 0446 Fog Jet And White Flash (lg) SHV3313 Showven [062] SonicBoom Plus SmokeJet 14CH 0447 Fog Jet And Amber Flash (sm) SHV3314 Showven [062] SonicBoom Plus SmokeJet 14CH 0448 Fog Jet And Amber Flash (md) 0449 Fog Jet And Amber Flash (lg) SHV3315 Showven [062] SonicBoom Plus SmokeJet 14CH 0450 Fog Jet And UV Flash (sm) ATM1016 AtmosFEAR [063] Hex Jet 10CH 0451 Fog Jet And UV Flash (md) 0452 Fog Jet And UV Flash (lg) ATM1018 AtmosFEAR [063] Hex Jet 10CH 0453 Fog Output And Fan (sm) ANON1200 Anonymous [067] Low Fog Machine 2CH 0454 Fog Output And Fan (md) ANON1201 Anonymous [067] Low Fog Machine 2CH 0455 Fog Output And Fan (lg) ANON1202 Anonymous [067] Low Fog Machine 2CH 0456 Fog Output (sm) ANON1203 Anonymous [067] Low Fog Machine 2CH 0457 Fog Output (md) ANON1204 Anonymous [067] Low Fog Machine 2CH 0458 Fog Output (lg) ANON1205 Anonymous [067] Low Fog Machine 2CH 0459 Fog Fan (sm) ANON1206 Anonymous [067] Low Fog Machine 2CH 0460 Fog Fan (md) ANON1207 Anonymous [067] Low Fog Machine 2CH 0461 Fog Fan (lg) ANON1208 Anonymous [067] Low Fog Machine 2CH 0462 Head 2 Very Short Flame (sm) 0463 Head 2 Very Short Flame (md) MOK1106 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0464 Head 2 Very Short Flame (lg) 0465 Head 2 Short Flame (sm) 0466 Head 2 Short Flame (md) MOK1107 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0467 Head 2 Short Flame (lg) 0468 Head 2 Standard Flame (sm) 0469 Head 2 Standard Flame (md) MOK1108 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0470 Head 2 Standard Flame (lg) 0471 Head 2 Long Flame (sm) 0472 Head 2 Long Flame (md) MOK1109 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0473 Head 2 Long Flame (lg) 0474 Head 2 Very Long Flame (sm) 0475 Head 2 Very Long Flame (md) MOK1110 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0476 Head 2 Very Long Flame (lg) 0477 Head 2 One Sec Flame (sm) 0478 Head 2 One Sec Flame (md) MOK1111 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0479 Head 2 One Sec Flame (lg) 0480 Head 3 Very Short Flame (sm) 0481 Head 3 Very Short Flame (md) MOK1112 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0482 Head 3 Very Short Flame (lg) 0483 Head 3 Short Flame (sm) 0484 Head 3 Short Flame (md) MOK1113 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0485 Head 3 Short Flame (lg) 0486 Head 3 Standard Flame (sm) 0487 Head 3 Standard Flame (md) MOK1114 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0488 Head 3 Standard Flame (lg) 0489 Head 3 Long Flame (sm) 0490 Head 3 Long Flame (md) MOK1115 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0491 Head 3 Long Flame (lg) 0492 Head 3 Very Long Flame (sm) 0493 Head 3 Very Long Flame (md) MOK1116 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0494 Head 3 Very Long Flame (lg) 0495 Head 3 One Sec Flame (sm) 0496 Head 3 One Sec Flame (md) MOK1117 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0497 Head 3 One Sec Flame (lg) 0498 Head 4 Very Short Flame (sm) 0499 Head 4 Very Short Flame (md) MOK1118 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0500 Head 4 Very Short Flame (lg) 0501 Head 4 Short Flame (sm) 0502 Head 4 Short Flame (md) MOK1119 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0503 Head 4 Short Flame (lg) 0504 Head 4 Standard Flame (sm) 0505 Head 4 Standard Flame (md) MOK1120 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0506 Head 4 Standard Flame (lg) 0507 Head 4 Long Flame (sm) 0508 Head 4 Long Flame (md) MOK1121 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0509 Head 4 Long Flame (lg) 0510 Head 4 Very Long Flame (sm) 0511 Head 4 Very Long Flame (md) MOK1122 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0512 Head 4 Very Long Flame (lg) 0513 Head 4 One Sec Flame (sm) 0514 Head 4 One Sec Flame (md) MOK1123 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0515 Head 4 One Sec Flame (lg) 0516 All Heads Very Short Flame (sm) 0517 All Heads Very Short Flame (md) MOK1124 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0518 All Heads Very Short Flame (lg) 0519 All Heads Short Flame (sm) 0520 All Heads Short Flame (md) MOK1125 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0521 All Heads Short Flame (lg) 0522 All Heads Standard Flame (sm) 0523 All Heads Standard Flame (md) MOK1126 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0524 All Heads Standard Flame (lg) 0525 All Heads Long Flame (sm) 0526 All Heads Long Flame (md) MOK1127 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0527 All Heads Long Flame (lg) 0528 All Heads Very Long Flame (sm) 0529 All Heads Very Long Flame (md) MOK1128 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0530 All Heads Very Long Flame (lg) 0531 All Heads One Sec Flame (sm) 0532 All Heads One Sec Flame (md) MOK1129 Moka [076] H-E04 Hi Flame Flame Machine 7CH 0533 All Heads One Sec Flame (lg) 0534 Silver Sparks Mine (sm) 0535 Silver Sparks Mine (md) SPF1600 SF-K2 [099] Kungfupao 2CH 0536 Silver Sparks Mine (lg) 0537 With Clockwise Spinning SPF1807 SF-X2 [201] Spark Spin 4CH 0538 With Counter-Clockwise Spinning SPF1808 SF-X2 [201] Spark Spin 4CH  

Synching with sales orders in Finale Inventory

If you are using Finale Inventory for stock record keeping, you can synch the quantities in sales orders representing shows from Finale Inventory to the Quota column in Finale 3D for purpose of designing a show to match the pre-allocated inventory.  You can also go in the other direction, synching the quantities in the Used column of Finale 3D back up to Finale Inventory to modify the sales order quantities or add new effects to the sales order.  This article describes the synching process from end to end, illustrating the relationships between quantities in the Quota, QOH, Available, and Used columns in Finale 3D and how the state of the sales order in Finale Inventory pertains to them.   Beginning with a sales order in Finale Inventory All synch operations relating to effects used in a show require a sales order as the representation of the show in Finale Inventory.  Sometimes companies pre-allocate the inventory to a show and design the show to match the allocations; other times companies design the show with a global view of what inventory is available and then base the allocation on the design; still other times companies go back and forth, beginning with an allocation but making substitutions on either end.  No matter what direction your process goes, you need a sales order in Finale Inventory for the show.  If you are working entirely from the design, then create a sales order in Finale Inventory with nothing in it.  You'll fill it out when you update it from Finale 3D.   Figure 1 – Example sales order in Finale Inventory in "Editable" state with two assortment cases allocated for the show.   Figure 1 shows an example sales order in Finale Inventory with two assortment cases packed 72/1.  Figure 2 shows the stock levels in Finale Inventory, with details expanded out for the ASST-A Product ID representing the assortment.  Since the sales order in Figure 1 is in the "Editable" state, it does not yet create a reservation against the Available quantities.  The ASST-A quantities in the sales order have no bearing on the stock quantities at this moment.     Figure 2 – Stock quantities are not affected by the sales order because it is in "Editable" state.   The stock quantities shown in Finale 3D mirror the stock quantites in Finale Inventory.  Figure 3 shows the QOH and Available quantities in Finale 3D.  The only difference is that Finale 3D always counts in "eaches," which it calls devices, whereas Finale Inventory may count in eaches or cases.  Figure 2 shows the quantities of ASST-A in Finale Inventory broken out by cases and eaches separately.  The quantities in Finale 3D shown in Figure 3 convert the cases to eaches and show the totals: 500 eaches + 10 cases of 72 is 1220.   Figure 3 – Finale 3D always counts in eaches:  500 eaches + 10 cases of 72 is 1220.   If you are synching quantities pre-allocated for the show in the direction from Finale Inventory to Finale 3D, then the quantities in the sales order in Finale Inventory will be transferred to the Quota column in Finale 3D.  Unlike the QOH and Available quantities, which are global stock quantities, the Quota is associated with a particular show and will be saved in the ".fin" show file when you save it from Finale 3D. The Quota column shows up no matter what inventory collection you are viewing in the effect window, but the actual data is stored in the Per-show effects collection that is part of the show, and is only editable if you are viewing that collection.   Figure 4 – Updating quotas from the sales order splits out the 2 cases of ASST-A  into the constituents.   Figure 4 shows the Quota column in Finale 3D after doing the "File > Finale Inventory > Update quotas from sales order..." function.   Notice that the two cases of 72 assorted shells in the sales order are automatically split out into 36 of each of the effect types in the assortment, so you can design the show to match the allocation of each effect type instead of a generic total.  The mechanics of this conversion for assortments are described in Case and assortment quantities, and breaking apart assortments. Having updated the Quota column from the sales order, you are ready to design the show.  As you insert effects into the show, the Used column reflects the used quantities, and the color of the Quota column changes from green to white to red as you match and exceed the allocation.   For some types of shows you might choose to insert all the allocated effects into the show as batch with the "Script > Insert multiple effects" menu item.  An overview of the functions for arranging effects into a pleasant design after inserting them into the show as a batch is in the article, Scripting manual shows.   Beginning with a design in Finale 3D If you are synching entirely in the direction from the show design in Finale 3D to the sales order in Finale Inventory, then there's no reason for you to do the "File > Finale Inventory > Update quotas from sales order..." function.  Skip this step and jump directly into designing the show.   Figure 5 – The Used column in Finale 3D fills up as you add effects to the show.   The Used column shows the quantities as you build out the show.  The example show of Figure 5 includes three salute shells that were not in the original sales order.  It also includes one other special effect that happens not to be an inventory item and thus isn't visible in this view.  For inventory management, the assortment constituents in rows 6-9 are counted generically as ASST-A items.  In total, including the salutes, the special effect non-inventory item, and the ASST-A items aggregated together, there are three different Product IDs that will get transferred to Finale Inventory with the function, "File > Finale Inventory > Update sales order from used quantities...".   Figure 6 – Of the three items synched up to Finale Inventory, one is a non-inventory item that Finale Inventory doesn't recognize.   Figure 6 shows the confirmation dialog from the synch operation.  Finale Inventory doesn't have a Product ID matching the non-inventory item in the show, so the dialog mentions that it will appear as an "item note" on the sales order. Figure 7 shows the sales order in Finale Inventory after the update.  If you compare Figure 7 to the original state of the sales order in Figure 1, you can see that two lines have been added, one for the salutes that weren't in the initial allocation of inventory, and the other for the non-inventory item as an item note.  Also notice that the quantity of the assortment as been changed from cases to eaches, which happens as a consequence of the fact that Finale 3D always counts in eaches.  If you want that quantity to be in cases in Finale Inventory, you have to edit it manually in the sales order to convert it back.   Figure 7 – Finale 3D quantities are always eaches, so if you update the sales order from Finale 3D, the quantities will be in eaches.   The sales order must be in the "Editable" state in Finale Inventory for the "File > Finale Inventory > Update sales order from used quantities..." function to work.  While in the "Editable" state, the sales order does not hold a reservation of the effects against the Available quantities.  Thus the Available and QOH quantities in Finale Inventory are unchanged at this point from your show design.  Figure 2 would look the same.   Figure 8– Once you put the sales order in the "Committed" state, it holds a reservation against the Available quantities for its effects.   If you change the sales order state to "Committed" in Finale Inventory, as in Figure 8, its quantities will be deducted from the Available quantities shown in Figure 9.  The QOH remains unchanged.   Figure 9 – When the sales order is in the "Committed" state, its quantities are deducted from Available.   Figure 9 has expanded detail for the ASST-A product, which shows the calculation of the Available quantity.  In comparison to Figure 2 you can see the extra row at the bottom, subtracting the sales order's quantities from the Available.   Figure 10 – Shipping the sales order will remove the reservation and deduct quantities from QOH.   Shipping the sales order in Finale Inventory results in the quantities shown in Figure 10.  The sales order's reservation has been released and the quantities have been relieved from QOH.  The detail row at the bottom of Figure 9 representing the reservation is gone from Figure 10 because the order has been shipped.   Figure 11 – Synching with network in Finale 3D updates the QOH and Available from Finale Inventory.     To update the QOH and Available quantities in Finale 3D, repeat the function, "File > Sync with network".  Bearing in mind the conversion from cases to eaches, the quantities of Figure 10 are consistent with Figure 11.

Case and assortment quantities, and breaking apart assortments

Finale 3D always counts in eaches, which it calls devices, but inventory systems may be keeping track of stock in cases or assortments, so a conversion may need to take place.   For assortments, the conversion is more complicated, because the quantity of shells in an assortment needs to get broken down into the quantities of each kind of shell in the assortment, so you can design a show with the specific types of effects allocated. Finale 3D provides functions to make these conversions generally, no matter what inventory system you are using, and in some cases makes these conversions automatically if you are synching to Finale Inventory.  The first half of this article describes the general conversion functions.  The second half describes the conversions that occur when you synch with Finale Inventory.   Breaking apart assortments into constituents In Finale 3D, breaking apart an assortment into its constituents means converting the generic quantity allocated for the assortment into more specific quantities for constituents of the assortment.  The Quota column holds the allocated quantities for effects.  You can see in Figure 1 and Figure 2 that the 144 shells allocated generically to Assortment A were redistributed to the constituent effects of Assortment A -- the red, green, blue, and cyan peony shells.   Figure 1 – Before breaking apart assortments, the total quantity of shells is in the row representing the assortment itself (part number ASST-A in this case).   The function that does the break apart operation is "Effects > Break apart assortment quotas".  Before using this function, import the allocated quantities ("File > Import > Import quotas...") or synch the quantities from a Finale Inventory sale order ("Effects > Finale Inventory > Update quotas from sales order...").  Then do the break apart command to split up the quantities.  No matter what inventory collection you have selected in the effects window, the quantities shown in the Quota column are actually from the show itself, stored in the show's Per-show effects.  That's why you can't edit the quantities in the Quota column unless you switch to the Per-show effects collection.     Figure 2 – After breaking apart assortments, the quantity is re-distributed to the rows with "children" part numbers (ASST-A-01, ASST-A-02, etc. in this case).   The part number representing an assortment generically and the part numbers representing the assortment's constituents must begin with the same characters, as you can see in Figure 1 and Figure 2 (in this case, "ASST-A").  That's the only way the break apart operation knows what constituents belong to what assortment.  The rule is: a part number XYZ represents an assortment if the collection also contains part numbers of the form XYZ-1, XYZ-2, etc.  The break apart operation takes the total number of shells allocated to an assortment and divides it evenly among the constituents.  In the Figure 2 example, there are four constituents with the derivative part numbers, so the allocated quota of 144 shells is re-distributed to the four constituents, 36 in each. To use the break apart operation, you obviously need to define effects for the constituents themselves, and you need to have those effect definitions in the collection displayed in the effects window.  These constituent effects need to be defined so you can design a show with them, but they usually are not part of your stock record keeping.  In Finale Inventory or your inventory management system of record, they would be defined products but they would never have stock quantities.  The quantities would only exist in Finale 3D as you are designing the show.  Imagine the constituents all having stickers on them like you sometimes see on candy bars in a bulk package: "Not for individual sale!"   Inserting effects into the show based on quotas Finale 3D includes a variety of functions to script traditional manual shows quickly once you have the effects inserted into the show.  Beginning from a packing list imported with "File > Import > Import quotas..." or beginning from a sale order in Finale Inventory, you will have the quantities in the Quota column.  To insert those effects into the show in bulk, try the function, "Script > Insert multiple effects..." and choose the "All effects, by quota" option shown in Figure 3.   Figure 3 – The "Script > Insert multiple effects..." command has an option to insert everything into the show that has a quota.   You may choose to space the effects out with some time in between or to randomize them as they are inserted.  This insertion operation is not meant to give you a completed show.  It just gives you a starting point with all the effects in the show on the timeline, as shown in Figure 4.  From there, Finale 3D has functions to adjust the spacing and manipulate groups of effects, which you can use to mold the effects into a pleasant show design.  An overview of these functions is in Scripting manual shows.   Figure 4 – After inserting effects based on quota, the effects are all on the timeline, ready for you to arrange pleasantly.   Synching cases and assortments with Finale Inventory If you are using Finale Inventory for your inventory management record keeping, you can synch the quantities in sales orders representing shows from Finale Inventory to the Quota column in Finale 3D.  You can also go in the other direction, synching the quantities in the Used column of Finale 3D back up to Finale Inventory to modify the sales order quantity.  The synching details are described in Synching with sales orders in Finale Inventory. Whenever you synch between the sales orders in Finale Inventory and the quantities in Finale 3D, in either direction, a conversion may need to take place.   You may be keeping stock in Finale Inventory as cases or eaches.  Finale 3D only counts in eaches (devices).  Case quantities in Finale Inventory are always converted to eaches when synched to Finale 3D.  When synching in the other direction, however, eaches stay as eaches.  If you synch from Finale 3D to Finale Inventory and you want your Finale Inventory sale order quantities to be in cases, you have to edit the sales orders manually in Finale Inventory to convert the eaches back to cases. Converting eaches to cases manually is not a terrible burden, but converting the constituents of a broken apart assortment back to the assortment quantities would be a bigger deal.  Finale 3D offers a conversion function to do this conversion automatically in the synch operation, which you can turn on in the "My Account > Finale Inventory Settings" page on finale3d.com as shown in Figure 5. Figure 5 – The "My Account > Finale Inventory Settings" page on finale3d.com has an option to break apart and recombine assortments when synching sales orders.   Figure 6 shows a sale order in Finale Inventory with quantity in cases packed 72/1.  After synching this sale order to Finale 3D with the break apart and recombine option on, Finale 3D would display a quota of 144 salutes, and 36 each of the four constituents of the Assortment A, adding up to the two assortment cases packed 72/1.   Figure 6 – A sale order in Finale Inventory can represent quantities as cases or eaches.   After designing the show in Finale 3D using the constituents of the assortment, if you synch back to the sale order in Finale Inventory you will get the quantities shown in Figure 7.  They'll be in eaches since they are coming from Finale 3D, but the constituent quantities have been recombined back into the assortment quantity.   Figure 7 – Finale 3D quantities are always eaches so if you update the sale order in Finale Inventory from Finale 3D, the quantities will come back in eaches.   Format of packing string Both Finale Inventory and Finale 3D interpret packing strings following the same rule: the quantity in eaches is the first readable number in the packing string.  Thus, according to this rule, the packing string 9/1 has the same number of eaches as the packing string 9/4/1 or 9/4 or just 9.  In all cases, the first number is the number of eaches.

Showven Sparkular And Sparkular Cyclone [014, 015]

The Showven Sparkular, Standard Fixture ID 014, is a vertical sparks machine that can be controlled by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose.   It generates spark fountains approximately 3-5 meters high, with variable height specified in the DMX signal. The Sparkular Cyclone, Standard Fixture ID 015, is a more powerful sparks machine from the same manufacturer that generates sparks as high as 10 meters.   Figure 1 – Showven Sparkular   The Sparkular has 10 height levels ("gears").  The Showven supplier catalog of effects in Finale 3D contains Sparkular effects for a range of durations and three heights (small, medium, and large).  You can create your own custom duration or height effects as described below. The Sparkuler has a two-channel DMX personality.   The first channel turns the sparks fountain on and specifies the height.  The second channel turns the "Pre-Heat" mode on.  In Finale 3D, Sparkular "Sparks" effects will control the first channel.  The Sparkular "Pre-Heat" effects will control the second channel. You do not need the "DMX Pre-Heat" effect if you are operating your Sparkular in "Automatic" mode, which heats up automatically when you turn the machine on.  You only need the "DMX Pre-Heat" effect if you are operating your Sparkular in "Manual" mode, in which case you use the "DMX Pre-Heat" effect to turn on the heater during specific periods of activity.   Table 1 – DMX channels DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Sparks off (0 = OFF) or on at varying height (255 = max) Part numbers SHV3000 - SHV3017 representing spark fountain effects with small, medium, large height at durations from 0.1s to 1s Channel 2 (DMX Channel Base + 1) Pre-heat on (255 = ON).  You can ignore this channel if you are operating your Sparkular in "Automatic" mode. Part number SHV3018, "Sparkular [014/0000] DMX Pre-Heat"   For further information about the Sparkular units, see the Showven website (www.showven.cn) and the sparkular-user-manual.pdf. Instructions To design a show for Showven Sparkular units, please follow these steps:  Set up.  (A) Follow the flame set up instructions in the Flame systems basic instructions and Exporting a firing system script for flame systems.  Depending on your DMX controller, you may choose to give each Sparkular its own DMX universe, or give each Sparkular a channel range in a shared DMX universe.  (B) In the real world configure each physical Sparkular unit's "Start Address" to be the start of the channel range you allocate for it. (C) In Finale 3D configure the "DMX Channel Base" of the fixture to match the Start Address exactly. Add the Showven supplier catalog to your Finale 3D account.  Login to the finale3d.com website.  At the top of the page, go to “My Account > Supplier Catalog Settings” (www.finale3d.com/supplier-catalogs-settings/).  Find the Showven supplier catalog in the table, and turn the switch to ON.  Then launch the Finale 3D application and synch to network.  The Showven catalog will appear as one of the available collections in the effects window, which you can choose from the selector at the top of the window.  This catalog contains effects for all types of Showven fixtures currently supported in Finale 3D, together. Add spark fountain effects to the show.  (A) Right-click on the Sparkular positions to add compatible effects from the context menu or to filter the effects window to compatible effects.   Although the catalog contains effects with short durations, you should choose effect durations that work well for your fixtures, or you should adjust the durations of the effects on the timeline after inserting them.  Common Sparkular fixtures work best with durations of at least two seconds.  (B)  If you are operating your Sparkular in "Manual" mode, then you also need to add a "With DMX Pre-Heat / Safety Channel" effect (e.g., part number SHV3018) and to adjust its duration to cover the time range you want the pre-heat mode ON; you do not need "With DMX Pre-Heat / Safety Channel" effects in "Automatic" mode.   Choosing the DMX channel ranges for fixtures Each Sparkular fixture requires two channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 2 – Example channel ranges for Sparkular fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-2 2 3 3-4 3 5 5-6 4 7 7-8 5 9 9-10 6 11 11-12 7 13 13-14 8 15 15-16 9 17 17-18 10 19 19-20 ... 256 511 511-512   Table 3 – Example files and downloads Download link Explanation sparkular-user-manual.pdf Showven Sparkular user manual sparkular-cyclone-user-manual Showven Sparkular Cyclone user manual

Spray The Fire

The Spray The Fire unit is a low-cost, hobbyist flame projector that can be controlled by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose.   Figure 1 – Spray The Fire   Triggering a flame effect requires two DMX channels -- an ON/OFF ignition channel and a fuel channel.  Both channels are contained in the DMX personality of the fixture at defined offsets relative to the DMX Channel Base of the fixture. Table 1 – DMX channels DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (0 = OFF, 255 = ON) Part numbers GFX1501 - GFX1518 Channel 2 (DMX Channel Base + 1) Fuel (255 = max) Part numbers GFX1501 - GFX1518   Instructions To design a show for Spray The Fire units, please follow these steps:  Set up.  (A) Follow the flame set up instructions in the Flame systems basic instructions and Exporting a firing system script for flame systems.  Depending on your DMX controller, you may choose to give each Spray The Fire unit its own DMX universe, or give each Spray The Fire unit a channel range in a shared DMX universe.  (B) In the real world configure each physical Spray The Fire unit's "Start Address" to be the start of the channel range you allocate for it -- a range of two channels that doesn't overlap with any another fixture. (C) In Finale 3D configure the "DMX Channel Base" of the fixture to match the Start Address exactly. Add flame effects to the show.  Right-click on the Spray The Fire positions to add compatible effects from the context menu or to filter the effects window to compatible effects. Make your own, or modify existing flame effects.  The Spray The Fire effects come in a few example durations in Generic Effects, but you can also create your own variations that have arbitrary durations.  (A) First copy the original effect by selecting the effect row in the Generic Effects, then right-click copy (or control-C).  (B) Then paste into your My Effects or any of your other effects collections.  (C) After copying it to your own inventory, you can modify its parameters.  Simply edit the duration field to change its duration.  The 3D simulation and the DMX Patch will automatically incorporate your change.  You can also adjust the height field to change the height of the flame simulation, though doing so has no bearing on the exported DMX script.   Choosing the DMX channel ranges for fixtures Each Spray The Fire fixture requires two channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 2 – Example channel ranges for Spray The Fire fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-2 2 3 3-4 3 5 5-6 4 7 7-8 5 9 9-10 6 11 11-12 7 13 13-14 8 15 15-16 9 17 17-18 10 19 19-20 ... 256 511 511-512   Table 3 – Example files and downloads Download link Explanation spray-the-fire-user-manual Spray The Fire user manual

Showven uFlamer

The Showven uFlamer unit is a vertical flame projector that can be controlled by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose.   Figure 1 – Showven uFlamer   Triggering a flame effect requires two DMX channels -- an ON/OFF ignition channel and a compression/safety channel.  Both channels are contained in the DMX personality of the fixture at defined offsets relative to the DMX Channel Base of the fixture.  The fixture has three different DMX personality configuration options, 2CH-P, 6CH, and 2CH-N, to support master/slave compatibility with other fixture types.  In Finale 3D you will select which DMX personality configuration you want as you configure the position/fixture.  At any time you can change the personality configuration with the menu item, "Change DMX fixture and convert effects" from the right-click menu on the fixture.  If you do not care about master/slave compatibility with other types of fixtures, just use the default channel mode, 2CH-P, which is the simplest.   Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Compatible with 2CH-P No other fixture types 6CH Showven Circle Flamer 2CH-N Showven Sparkular   The Showven uFlamer DMX personalities include the safety channel within the range of firing channels in the personality, so there is no need in Finale 3D to create separate "safety positions".  you can add the safety channel effects directly to your flame positions.   Table 2 – DMX channels for 2CH-P personality DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (1 - 110 = OFF; 11- 255 = ON) Part numbers SHV2000 - SHV2017 representing flame effects with small, medium, large height at durations from 0.1s to 1s.  The varying heights are only reflected in the visual simulation, no change in the DMX channel values since the uFlamer does not have dynamic height settings. Channel 2 (DMX Channel Base + 1) Safety channel (1-49 = OFF; 50 - 200 = ON; 201 - 255 = OFF) Part number SHV2018, "uFlamer [011/0000] DMX Safety Channel"     Table 3 – DMX channels for 6CH personality DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Unused None Channel 2 (DMX Channel Base + 1) Unused None Channel 3 (DMX Channel Base + 2) Ignition (1 - 110 = OFF; 11- 255 = ON) Part numbers SHV2100 - SHV2117 representing flame effects with small, medium, large height at durations from 0.1s to 1s.  The varying heights are only reflected in the visual simulation, no change in the DMX channel values since the uFlamer does not have dynamic height settings. Channel 4 (DMX Channel Base + 3) Duration (0 or 255 = permanent ON; else time = N * 10 ms) Part numbers SHV2100 - SHV2117 representing flame effects with small, medium, large height at durations from 0.1s to 1s.  The varying heights are only reflected in the visual simulation, no change in the DMX channel values since the uFlamer does not have dynamic height settings. Channel 5 (DMX Channel Base + 4) Unused None Channel 6 (DMX Channel Base + 5) Safety channel (1-49 = OFF; 50 - 200 = ON; 201 - 255 = OFF) Part number SHV2118, "uFlamer [012/0000] DMX Safety Channel"     Table 4 – DMX channels for 2CH-N personality DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (1 - 110 = OFF; 11- 255 = ON) Part numbers SHV2200 - SHV2217 representing flame effects with small, medium, large height at durations from 0.1s to 1s.  The varying heights are only reflected in the visual simulation, no change in the DMX channel values since the uFlamer does not have dynamic height settings. Channel 2 (DMX Channel Base + 1) Safety channel (0 - 254 = OFF; 255 = ON) Part number SHV2218, "uFlamer [013/0000] DMX Safety Channel"     For further information about the uFlamer units, see the Showven website (www.showven.cn) and the showven-uflamer-user-manual. Instructions To design a show for Showven uFlamer units, please follow these steps:  Set up.  (A) Follow the flame set up instructions in the Flame systems basic instructions and Exporting a firing system script for flame systems.  Depending on your DMX controller, you may choose to give each uFlamer its own DMX universe, or give each uFlamer a channel range in a shared DMX universe.  (B) In the real world configure each physical uFlamer unit's "Start Address" to be the start of the channel range you allocate for it. (C) In Finale 3D configure the "DMX Channel Base" of the fixture to match the Start Address exactly. Add the Showven supplier catalog to your Finale 3D account.  Login to the finale3d.com website.  At the top of the page, go to “My Account > Supplier Catalog Settings” (www.finale3d.com/supplier-catalogs-settings/).  Find the Showven supplier catalog in the table, and turn the switch to ON.  Then launch the Finale 3D application and synch to network.  The Showven catalog will appear as one of the available collections in the effects window, which you can choose from the selector at the top of the window.  This catalog contains effects for all types of Showven fixtures currently supported in Finale 3D, together. Add flame effects to the show.  (A) Right-click on the uFlamer positions to add compatible effects from the context menu or to filter the effects window to compatible effects.   (B)  You will also need to add a "DMX Safety Channel" effect (e.g., part number SHV2018 for the 2CH-P mode uFlamers) and to adjust its duration to cover the time range you want the fixture to be eligible to fire.   Choosing the DMX channel ranges for fixtures Each uFlamer fixture requires multiple channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Table 5 shows an example for uFlamer fixtures in 2CH-P or 2CH-N mode.  Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 5 – Example channel ranges for uFlamer fixtures in 2CH-P or 2CH-N mode in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-2 2 3 3-4 3 5 5-6 4 7 7-8 5 9 9-10 6 11 11-12 7 13 13-14 8 15 15-16 9 17 17-18 10 19 19-20 ... 256 511 511-512     Table 6 – Example files and downloads Download link Explanation showven-uflamer-user-manual.pdf Showven uFlamer user manual

Spark Fabrica SF-180 Tornado Flamer 6CH

The Spark Fabrica Tornado Flamer unit is a flame projector with a single nozzle that can rotate and fire flame bursts or continuous wave under programmable control, similar to the Explo X2 Wave Flamer.   The unit can be controlled by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose. Figure 1 – Spark Fabrica Tornado Flamer     In addition to the 89 pre-defined flame effect "macros" (e.g. part number SPF1031 in the Finale 3D supplier catalog for Spark Fabrica macro #31), you can trigger flame shots at arbitrary angles and for arbitrary durations.   To do so, insert the "rotatable" flame effects in Finale 3D (e.g., part number SPF1174 in the Finale 3D supplier catalog for Spark Fabrica) the same way you insert the flame effect macros, by right-clicking on a fixture and doing the menu item, "Add compatible DMX effect".  After inserting rotatable flame effects, adjust the angles of the effects interactively by dragging their trajectories in the 3D view or by doing scripting commands like "Fan" to make interesting patterns of angles.   Finale 3D will incorporate your adjusted angles in the exported DMX script. Exported DMX scripts will contain multiple DMX channel values for controlling the characteristics of a single effect (angle, on/off, speed, etc.) at various times, taking into consideration the preparation time ("drive time") for the nozzle to rotate to the desired angle before a flame shot is triggered, which is analogous to moving in black (MIB) for lighting fixtures.  Finale 3D automatically adds the all the necessary DMX commands, so designing a flame show for DMX simply involves adding flame effects from the effects window, and optionally angling the effects interactively, or putting them into sequences or fans using scripting functions like "Fan" or "Make into sequence".   Instructions for DMX firing systems To design a show for Spark Fabrica Tornado Flamer units, please follow these steps: Set up.  (A) Follow the flame set up instructions in the Flame systems basic instructions and Exporting a firing system script for flame systems.  (B) In the real world, configure each fixture's "Start Address" to be exactly the first channel in the DMX channel range (older versions of Finale 3D required subtracting 1 on the DMX Channel Base, but that is no longer correct; the DMX Channel Base should match the Start Address exactly). Add the Spark Fabrica supplier catalog to your Finale 3D account.  Login to the finale3d.com website.  At the top of the page, go to "My Account > Supplier Catalog Settings" (https://finale3d.com/supplier-catalogs-settings/).  Find the Spark Fabrica supplier catalog in the table, and turn the switch to ON.  Then launch the Finale 3D application and synch to network.  The Spark Fabrica catalog will appear as one of the available collections in the effects window, which you can choose from the selector at the top of the window.  This catalog contains effects for all types of Spark Fabrica fixtures currently supported in Finale 3D, together. Add flame effects to the show.  (A) Right-click on the DMX Fixture positions representing the Spark Fabrica Tornado Flamers to add compatible effects from the context menu or to filter the effects window to compatible effects.  There are about 90, beginning with part number SPF1001.  (B) In addition to the 89 effect macros, there are a few rotatable effects beginning with part number SPF1170.  You will also need the "DMX Safety Channel" effect (SPF1188) and to adjust its duration to cover the time the Circle Flamer should be eligible to fire. Design the show.  If you insert rotatable effects, you can drag the tops of their trajectories in the 3D view to set their angle, and you can select groups of them and do functions like "Fan" to create interesting patterns.  Of course, you can select groups of any of the effects and do functions like "Sequence" to make interesting timing patterns; the timing patterns look particularly good with the effect macros.   Choosing the DMX channel ranges for fixtures Each Tornado Flamer fixture requires six channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 1 – Example channel ranges for Tornado Flamer fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-6 2 7 7-12 3 13 13-18 4 19 19-24 5 25 25-30 6 31 31-36 7 37 37-42 8 43 43-48 9 49 49-54 10 55 55-60 ... 85 505 505-510     DMX channels The Tornado Flamer unit can be configured with a "Start Address" from 1 to 507.  The flame unit listens to the six DMX channels beginning from the Start Address, i.e., Start Address + 0, Start Address + 1, ..., Start Address + 5.  The six DMX channels are,   Table 2 – DMX channels DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Angle (127.5 + angle * 1.2143) Part numbers SPF1001 - SPF1089 representing various "macros" and SPF1170 - SPF1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 2 (DMX Channel Base + 1) Speed (255 = max) Part numbers SPF1001 - SPF1089 representing various "macros" and SPF1170 - SPF1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 3 (DMX Channel Base + 2) Ignition (254-255 = ON) Part numbers SPF1001 - SPF1089 representing various "macros" and SPF1170 - SPF1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 4 (DMX Channel Base + 3) Open time (255 = permanent, 0-254 = N*10ms) Part numbers SPF1001 - SPF1089 representing various "macros" and SPF1170 - SPF1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 5 (DMX Channel Base + 4) Program (2 + program number * 255/100) Part numbers SPF1001 - SPF1089 representing various "macros" and SPF1170 - SPF1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 6 (DMX Channel Base + 5) Safety channel (0-49 = OFF, 50-200 = ON, 201-255 = OFF) Part number SPF1188, "Tornado Flamer [010/0000] DMX Safety Channel"   Speed parameter calculation The Move-To effect uses the speed parameter (DMX Channel Base + 1) to set the speed of the rotation sweep.  The DMX Patch of this effect calculates the speed parameter based on the number of degrees moved and the time between the Move-To effect and the previous effect (usually a Move-In-Black effect or another Move-To effect).  The DMX Patch limits the exported speed values to the range of values known to work reliably: 25..128.  Please see Move-In-Black (MIB) and Move-To for further instructions.   Table 3 – Example files and downloads Download link Explanation spark-fabrica-moving-head-flamer-user-manual.pdf User manual / documentation

Showven Circle Flamer

The Showven Circle Flamer unit is a flame projector with a single nozzle that can rotate and fire flame bursts or continuous wave under programmable control, similar to the Explo X2 Wave Flamer.   The unit can be controlled by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose. Figure 1 – Showven Circle Flamer     In addition to the 70 pre-defined flame effect "macros" (e.g. part number SHV1031 in the Finale 3D supplier catalog for Showven macro #31), you can trigger flame shots at arbitrary angles and for arbitrary durations.   To do so, insert the "rotatable" flame effects in Finale 3D (e.g., part number SHV1174 in the Finale 3D supplier catalog for Showven) the same way you insert the flame effect macros, by right-clicking on a fixture and doing the menu item, "Add compatible DMX effect".  After inserting rotatable flame effects, adjust the angles of the effects interactively by dragging their trajectories in the 3D view or by doing scripting commands like "Fan" to make interesting patterns of angles.   Finale 3D will incorporate your adjusted angles in the exported DMX script. Exported DMX scripts will contain multiple DMX channel values for controlling the characteristics of a single effect (angle, on/off, speed, etc.) at various times, taking into consideration the preparation time ("drive time") for the nozzle to rotate to the desired angle before a flame shot is triggered, which is analogous to moving in black (MIB) for lighting fixtures.  Finale 3D automatically adds the all the necessary DMX commands, so designing a flame show for DMX simply involves adding flame effects from the effects window, and optionally angling the effects interactively, or putting them into sequences or fans using scripting functions like "Fan" or "Make into sequence".   Instructions for DMX firing systems To design a show for Showven Circle Flamer units, please follow these steps: Set up.  (A) Follow the flame set up instructions in the Flame systems basic instructions and Exporting a firing system script for flame systems.  (B) In the real world configure each physical Circle Flamer's "Start Address" to be the start of the channel range you allocate for it. (C) In Finale 3D configure the "DMX Channel Base" of the fixture to match the Start Address exactly. Add the Showven supplier catalog to your Finale 3D account.  Login to the finale3d.com website.  At the top of the page, go to "My Account > Supplier Catalog Settings" (www.finale3d.com/supplier-catalogs-settings/).  Find the Showven supplier catalog in the table, and turn the switch to ON.  Then launch the Finale 3D application and synch to network.  The Showven catalog will appear as one of the available collections in the effects window, which you can choose from the selector at the top of the window.  This catalog contains effects for all types of Showven fixtures currently supported in Finale 3D, together. Add flame effects to the show.  Right-click on the DMX Fixture positions representing the Showven Circle Flamers to add compatible effects from the context menu or to filter the effects window to compatible effects.  There are about 90, beginning with part number SHV1001.  In addition to the 70 effect macros, there are a few rotatable effects beginning with part number SHV1170.  You will also need to add a "DMX Safety Channel" effect (SHV1188) and to adjust its duration to cover the time range the Circle Flamer should be eligible to fire. Design the show.  If you insert rotatable effects, you can drag the tops of their trajectories in the 3D view to set their angle, and you can select groups of them and do functions like "Fan" to create interesting patterns.  Of course, you can select groups of any of the effects and do functions like "Sequence" to make interesting timing patterns; the timing patterns look particularly good with the effect macros.   Choosing the DMX channel ranges for fixtures Each Circle Flamer fixture requires six channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 1 – Example channel ranges for Circle Flamer fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-6 2 7 7-12 3 13 13-18 4 19 19-24 5 25 25-30 6 31 31-36 7 37 37-42 8 43 43-48 9 49 49-54 10 55 55-60 ... 85 505 505-510   DMX channels The Showven Circle Flamer unit can be configured with a "Start Address" from 1 to 507.  The flame unit listens to the six DMX channels beginning from the Start Address, i.e., Start Address + 0, Start Address + 1, ..., Start Address + 5.  The six DMX channels are,   Table 2 – DMX channels DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Angle (127.5 + angle * 1.2143) Part numbers SHV1001 - SHV1070 representing various "macros" and SHV1170 - SHV1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 2 (DMX Channel Base + 1) Speed (255 = max) Part numbers SHV1001 - SHV1070 representing various "macros" and SHV1170 - SHV1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 3 (DMX Channel Base + 2) Ignition (254-255 = ON) Part numbers SHV1001 - SHV1070 representing various "macros" and SHV1170 - SHV1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 4 (DMX Channel Base + 3) Open time (255 = permanent, 0-254 = N*10ms) Part numbers SHV1001 - SHV1070 representing various "macros" and SHV1170 - SHV1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 5 (DMX Channel Base + 4) Program (2 + program number * 255/100) Part numbers SHV1001 - SHV1070 representing various "macros" and SHV1170 - SHV1187 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 6 (DMX Channel Base + 5) Safety channel (0-49 = OFF, 50-200 = ON, 201-255 = OFF) Part number SHV1188, "Circle Flamer [009/0000] DMX Safety Channel"   Speed parameter calculation The Move-To effect uses the speed parameter (DMX Channel Base + 1) to set the speed of the rotation sweep.  The DMX Patch of this effect calculates the speed parameter based on the number of degrees moved and the time between the Move-To effect and the previous effect (usually a Move-In-Black effect or another Move-To effect).  The DMX Patch limits the exported speed values to the range of values known to work reliably: 25..128.  Please see Move-In-Black (MIB) and Move-To for further instructions.   Table 3 – Example files and downloads Download link Explanation showven-circle-flamer-user-manual.pdf User manual / documentation

Rearrange effects in adjustable angle racks to avoid collisions

It is obvious just from looking at them that racks with adjustable tube angles must not be configured with their tubes angling at each other.   Since the addressing operation in Finale 3D assigns effects to rack tubes, it is the addressing operation itself that ultimately determines the angles of the tubes of adjustable angle racks, by virtue of the effect angles assigned to them.  Thus, if you are using adjustable tube angle racks you must take care in the addressing operation to ensure the angles will not collide. Figure 1 – Before and after rearrangement.  The right image has no collisions (and a nice pin order).   If you check the "Rearrange effects in adjustable angle racks to avoid collisions" checkbox on the addressing dialog shown in Figure 2, then after the tubes are assigned in the original phase of the addressing operation, a second phase will rearrange the effects within each adjustable angle rack to avoid collisions.   Since the rearrangements only occur within the confines of the racks, they will not violate any of the addressing constraints in the addressing dialog.  For example, if you restrict racks to a single module, the rearrangements within any rack wouldn't have any effect on that.  The rearrangement will take into consideration any tube angles or tube angle ranges that are set in the definition of the rack.  For example, if you've defined a rack to have the rack structure "Single-shot rack, adjustable fan angles of tubes within each row", and if you've specified some of the tube angles or tube angle ranges in the rows (see Tube angle range constraints), then the rearrangement will only move effects to tubes permitting the angles of the effects.   Figure 2 – The "Rearrange effects" checkbox is the easiest way to avoid collisions.  Just check the box, that's all you need to do.   Optimizations In addition to eliminating tube collisions, which is a guarantee, the "Rearrange effects" function renumbers the pins and optimizes the rearrangement for symmetry, balance, aesthetics, and ease of loading.  These secondary optimizations are not guarantees but they are a nice fringe benefit of the function.  The optimizations in order of priority are, No angle collisions or angle range violations No pin sequence gaps No shooting over empty holders Symmetry of angles and pins Balance Referring back to Figure 1, the renumbered pin sequences work from the outside toward the center if the rack uses multiple modules.   Limitations The "Rearrange effects" option only works on non-cake racks of these three rack structures: Fully adjustable tube angles Tiltable row angles Fannable tube angles in each row Additional limitations apply if the rack shares pins or modules with other racks, or if the rack contains locked addresses, or if the rack has a usable length limit on the rows, or rows with different numbers of tubes, or multiple tube sizes.   The full list of limitations is in Table 1. Please ensure that your racks are oriented in the layout in such a way that their tubes can be angled in the directions of the effects.  Tiltable row racks need to be oriented with their rows vertical in the layout if the effect angles are side to side so the fans are perpendicular to the rows, to enable the rows to tilt for the fan angles.  Fannable tube angle racks need to be oriented with their rows horizontal in the layout if the effects are side to side so the rows are parallel to the fans.  Fully adjustable tube angle racks could be oriented with their rows vertical or horizontal for side to side effect angles, but if they have a usable length limit then they must be oriented with their rows horizontal because the usable length limit restricts the rearrangement to apply within each row instead of globally.   Table 1 – Limitations of rearrangement for racks based on their rack structure Rack structure Locked effects or non-existent addresses Shared pins w/ other cake racks Usable length limit; multiple row sizes; or multiple tube sizes Shared pins w/ other pre-wired pin racks or non-cake racks Shared rails w/ other non-cake racks Single-shot rack, fully adjustable tube angles EXCEPTIONS: locked effects neither moved nor renumbered OK REDUCED FUNCTIONALITY: rearranges within each row instead of globally; DISABLED if rows not parallel to fans EXCEPTIONS: these effects can be moved  but cannot be renumbered EXCEPTIONS: avoids renumbering effects to pin numbers that are used in other non-cake racks Single-shot rack, fannable tube angles in each row EXCEPTIONS: locked effects neither moved nor renumbered OK REDUCED FUNCTIONALITY: rearranges within each row instead of globally; DISABLED if rows not parallel to fans EXCEPTIONS: these effects can be moved  but cannot be renumbered EXCEPTIONS: avoids renumbering effects to pin numbers that are used in other non-cake racks Single-shot rack, tiltable rows DISABLED if any locked effects OK OK EXCEPTIONS: these effects can be moved  but cannot be renumbered EXCEPTIONS: avoids renumbering effects to pin numbers that are used in other non-cake racks Candle rack, fully adjustable tube angles EXCEPTIONS: locked effects neither moved nor renumbered OK REDUCED FUNCTIONALITY: rearranges within each row instead of globally; DISABLED if rows not parallel to fans EXCEPTIONS: these effects can be moved  but cannot be renumbered EXCEPTIONS: avoids renumbering effects to pin numbers that are used in other non-cake racks Pre-wired single-shot rack, tiltable rows DISABLED if any locked effects or any holders pre-wired to non-existent addresses, e.g.,  a 35 holder rack with a 32 pin module OK OK DISABLED if any DISABLED if any row contains empty holders pre-wired to pins that are used in other non-cake racks Pre-wired single-shot rack, fannable tube angles in each row DISABLED if any locked effects DISABLED if any REDUCED FUNCTIONALITY: rearranges within each row instead of globally; DISABLED if rows not parallel to fans DISABLED if any EXCEPTIONS: cannot move effects into empty holders pre-wired to pins that are used in other non-cake racks Pre-wired single-shot rack, fully adjustable tube angles DISABLED if any locked effects DISABLED if any REDUCED FUNCTIONALITY: rearranges within each row instead of globally; DISABLED if rows not parallel to fans DISABLED if any EXCEPTIONS: cannot move effects into empty holders pre-wired to pins that are used in other non-cake racks Pre-wired candle rack, fully adjustable tube angles DISABLED if any locked effects DISABLED if any REDUCED FUNCTIONALITY: rearranges within each row instead of globally; DISABLED if rows not parallel to fans DISABLED if any EXCEPTIONS: cannot move effects into empty holders pre-wired to pins that are used in other non-cake racks Single-shot rack, fixed tube angles (pre-wired or not) DISABLED DISABLED DISABLED DISABLED DISABLED Single-shot rack, fully adjustable posts (all kinds, pre-wired or not) DISABLED DISABLED DISABLED DISABLED DISABLED Mortar rack (pre-wired or not) DISABLED DISABLED DISABLED DISABLED DISABLED Cake rack (all kinds, pre-wired or not) DISABLED DISABLED DISABLED DISABLED DISABLED   Loading order Rearrangement obviously depends on what effects are in the rack, but it does not depend on their initial arrangement. The rack's loading order determines which corner the pin number sequence starts with.  If the rack uses multiple modules, the list is shown in the order the modules are encountered when traversing the tubes in the loading order.   Figure 3 – The two modules A0 and A1 used in this rack are listed with A0 first since it is the first to occur in the loading order.   The 30 tube rack in Figure 3 uses the first 15 pins of two modules.  You can tell from the colors of the numbers that the pins in the upper left 0, 1, 2, ... are associated with module A0, but if the colors are too close to tell apart you rely on the logic that the first module in the list (A0 in this case) is the first module encountered in the loading order.  

Mongoose

To create and export a script for the Mongoose firing system, please follow these three steps: Design the show. Address the show ("Addressing > Address show"). Export the script ("File > Export > Export firing scripts"). Step 3 creates the script file, which is a CSV file that you can import into your firing system.   Figure 1 – The Mongoose firing system   The CSV is a human-readable text file that contains the essential information for a firing system controller to fire the show, in addition to some meta-information ("Event ID" and "Group ID") that may facilitate optimization on the controller.  The CSV is comma delimited, using standard Excel-style double quote field wrapping as necessary, e.g., a field containing the caliber 3" is represented as "3""" .   Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text MIF UTF-8, no BOM Comma CRLF  The first row in the CSV file is the header row, indicating the names of the delimited fields.  The data rows follow. The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description Sort order of rows Loosely speaking, rows are sorted chronologically, but the sort order is affected by Track values if present.  More precisely, rows are grouped by their Track values if they have Track values or by common event time (ignition time) if they do not have Track values.   The resulting groups are sorted relative to each other by their earliest row effect time (effect time, not event time), and the rows within the groups are sorted by their event times.  Thus if there are no Track values, the rows are simply sorted by their event times. What rows represent Each row identifies a unique firing pin ignition (i.e., unique module number, pin address, ignition time), or a DMX command.  If the "DMX Control" field is blank, the row is a firing pin ignition; otherwise the row is a DMX Command and the DMX Control field is an integer identifying what kind of command. Module types Finale 3D supports both 48 and 24 pin module types, with DMX and non-DMX options.  The 48 pin module type also has a variation that splits the contiguous 48 pins into two slats of 24 pins, A and B.  For this option, the Rail Address in Finale 3D includes both a module number and a slat letter (A or B), with pin numbers relative to the slat.  In the exported script, however, the slat-relative pins (1-24) are converted back to module-relative pins (1-48), and only the module number ("Logical ID") is included. mon_48shot - (48 pins) mon_48shot_dmx - (48 pins + DMX) mon_2x24shot - (2 slats of 24 pins) mon_2x24shot_dmx - (2 slats of 24 pins + DMX) mon_8x6shot - (8 slats of 6 shots) mon_8x6shot_dmx - (6 shots + DMX) Special characters Fields include any Unicode characters except tab and newline and other control characters.  Excel-style CSV double quoting is used for double quote and comma within field text. Hazard groups The purpose of hazard groups is to enable the user to disable sections of the show in real time based on evolving conditions as the show progresses, such as wind direction or a detonation in a rack.  In Finale 3D, a user can tag events in the script as members of hazard groups.  The tags are represented in the "Effect Lockout" field of the exported script. Tracks Tracks identify a sequence of events that can be triggered in real time by pressing a button on the controller.  A Track value can be any string of characters.  Events that have the same Track value are said to be in the same track.  A show can contain multiple tracks, and can contain gaps between the tracks (i.e., rows without Track values).  A show can begin with a track, or not.  The only restriction with tracks is that they are not interwoven, with events from one track before and after events from another track or gap. Tracks also affect optimizations in DMX scripts by creating boundaries.  DMX scripts are optimized to remove redundant rows that set a channel value that was already set by a previous row, but this optimization only applies within tracks or gaps.  A row that would be redundant on account of a previous row may not be redundant if the previous row is in a different track or gap.  Each track in a script can only rely on its own rows so tracks can be triggered independently. Meta-data for optimization The MIF script format includes "Event ID" and "Group ID" to facilitate optimization.  The Event ID field is a unique integer identifying the script row in Finale 3D that is responsible for the generating the script row in the exported MIF script.  For pyro, each script row in Finale 3D corresponds to a single script row in the MIF script, one to one, so the Event ID is not useful for optimizing pyro.  But for DMX commands, a single script row in Finale 3D can correspond to multiple MIF rows.  The Event ID may make it possible to recognize re-used groups of MIF rows and to encode them as a multi-cue on the Mongoose system for efficiency. The Group ID field is a unique integer identifying a group of effects in Finale 3D (Use "Script > Groups > Combine as group..." or press the G key to create groups).  Like the Event ID field, the Group ID field identifies a group of MIF rows that may be duplicated multiple times in the MIF script, and thus may be a candidate for optimization by representing them as multi-cues.  Each group instance in Finale 3D has its own Group ID.  If a group in Finale 3D is duplicated, the original group and its duplicate will have different Group  IDs.  Thus the optimization requires identifying groups with different Group IDs that have identical rows with respect to the information stored in the multi-cue. Each script row has the fields shown in Table 3.   Table 3 – Specifications of script fields Field name Description Cue The cue count, beginning with one and incrementing at each new ignition time or at each new track group of effects.  The cue count does not increment within a track group of effects even if the effects in the track group have different ignition times. Event Time The exact time of the firing system's "ignition event" (application of a voltage to a pin) that ignites e-matches or triggers a sequencer that ultimately leads to the ignition of effects. Format is HH:MM:SS.DDD. Prefire The delay from the ignition time to the perceived visual effect.  This delay typically includes the lift time (for shells) plus any fuse time between the ignition time and the first launch of the effect.  Format is in seconds with two digits after the decimal point. Effect Time The time of the first visual effect triggered by the firing system's ignition event, which is generally the break time for shells, and just a small delay or no delay after the event time for ground effects. Format is HH:MM:SS.DDD. Duration For pyro, the duration represents the lifetime of the perceived visual effect, which is usually interpreted for shells as the time from break to dissipation of the stars.    For DMX commands, the duration is either blank, indicating the DMX Start Value should be held indefinitely or until interrupted by another DMX command; or the duration is a time duration, indicating the DMX Start Value should be held for that duration and then changed to the DMX End Value at the end of the duration, or ramped linearly over the duration period from the DMX Start Value to the DMX End Value.  The selected behavior is based on the DMX Control field (see below).   The format of this field is seconds with two digits after the decimal point. Device Count The number of devices (shells) represented by the row.  May be more than one in the case of chains or multiple e-matches connected to the same firing system pin.  The device count is zero for DMX commands. Match Count The number of e-matches required for the row.  The match count is zero for DMX commands. Description The name of the effect.  For DMX events, the description also includes the specific DMX parameter name and offset, such as the phrase following the double slash in this description field for the ignition channel of a one second flame effect:  "SVUFLM2P [011/0017] One Sec Flame // Ignition (+0)" Size The device caliber.  Format is either a number followed by double-quote for inches or "mm" for millimeters, or the string "NA" or blank for effects for which the caliber term is not applicable.  The size field is blank for DMX commands. Category The category field of the effect definition in Finale 3D, as defined in the effects window.  Categories can be any text string the user chooses in Finale 3D. Type The type of effect, as defined in the effects window.  The type value can only be one of the pre-defined, enumerated types defined here: Why is ‘Type’ so important? What depends on it?. Position The name of the launch position. Module Type The module type, as described in Table 2. Logical ID The module number.  The Logical ID also represents the DMX universe.  Please see the discussion of module types in Table 2. Pin Number The pin number, starting with 1.  Please see the discussion of module types in Table 2. Angle An ASCII art representation of the angles of the devices on this shot, made with backslash, vertical line, and forward slash characters. Effect Lockout An identifier for disabling sections of the show in real time during performance.  The value of this field is filled from the Hazard field of Finale 3D and can be any text string. Notes Firing notes from the script pertaining to this row. Part Number The part number of the effect. Track A user-defined identifier for a section of the show, taken from the Track field in Finale 3D. Event ID A unique number identifying the row in the Finale 3D script that is responsible for this row in the MIF script.  See discussion in Table 2. Group ID A unique number identifying effects in a group in Finale 3D.  See discussion in Table 2. DMX Control This field applies only to DMX commands, and is blank for pyro ignitions.  For DMX commands, the DMX Control field is a number 1-3 indicating the interpretation of the duration field as follows: 1 - DmxControlSetStartAndHoldForever 2 - DmxControlSetStartAndChangeToEndAfterDuration 3 - DmxControlSetStartAndRampToEndOverDuration (not yet implemented as of Feb 27, 2021) DMX Channel Base For DMX commands, this field holds the DMX Channel Base of the fixture to which the DMX command applies.  This field is blank for pyro. DMX Channel Offset For DMX commands, this field holds the offset from the DMX Channel Base of the DMX command.   The effective DMX Channel of the command is DMX Channel Base + DMX Channel Offset.  This field is blank for pyro. DMX Start Value For DMX commands, this field holds the start value (0-255) for the command, as controlled by the DMX Control field.  This field is blank for pyro. DMX End Value For DMX commands, this field holds the end value (0-255) for the command, as controlled by the DMX Control field.  This field is blank for pyro.   The example script below combines pyro and DMX commands, as you can see on the timeline of Figure 2. Figure 2 – Example show   The yellow bars on the left of the timeline are groups of three flame shots on the Explo X2 Wave Flamer.  The first red bar is a group of 10 pyro effects.   The stack of red bars are a quick sequence of pyro effects.   Cue,Event Time,Prefire,Effect Time,Duration,Device Count,Match Count,Description,Size,Category,Type,Position,Module Type,Logical ID,Pin Number,Angle,Effect Lockout,Notes,Part Number,Track,Event ID,Group ID,DMX Control,DMX Channel Base,DMX Channel Offset,DMX Start Value,DMX End Value 1,00:00:07.252,0.0,00:00:07.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-01,mon_48shot_dmx,1,,|,,,GFX9064,,13774,0,1,10,0,128, 1,00:00:07.252,0.0,00:00:07.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-01,mon_48shot_dmx,1,,|,,,GFX9064,,13774,0,2,10,1,255,0 1,00:00:07.252,0.0,00:00:07.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-01,mon_48shot_dmx,1,,|,,,GFX9064,,13774,0,2,10,4,165,0 2,00:00:07.592,0.0,00:00:07.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-01,mon_48shot_dmx,1,,|,,,GFX9064,,13774,0,2,10,2,255,0 4,00:00:09.252,0.0,00:00:09.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-02,mon_48shot_dmx,1,,|,,,GFX9064,,13775,0,1,20,0,128, 4,00:00:09.252,0.0,00:00:09.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-02,mon_48shot_dmx,1,,|,,,GFX9064,,13775,0,2,20,1,255,0 4,00:00:09.252,0.0,00:00:09.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-02,mon_48shot_dmx,1,,|,,,GFX9064,,13775,0,2,20,4,165,0 5,00:00:09.592,0.0,00:00:09.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-02,mon_48shot_dmx,1,,|,,,GFX9064,,13775,0,2,20,2,255,0 7,00:00:11.252,0.0,00:00:11.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-03,mon_48shot_dmx,1,,|,,,GFX9064,,13776,0,1,30,0,128, 7,00:00:11.252,0.0,00:00:11.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-03,mon_48shot_dmx,1,,|,,,GFX9064,,13776,0,2,30,1,255,0 7,00:00:11.252,0.0,00:00:11.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-03,mon_48shot_dmx,1,,|,,,GFX9064,,13776,0,2,30,4,165,0 8,00:00:11.592,0.0,00:00:11.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-03,mon_48shot_dmx,1,,|,,,GFX9064,,13776,0,2,30,2,255,0 10,00:00:13.252,0.0,00:00:13.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-04,mon_48shot_dmx,1,,|,,,GFX9064,,13777,1,1,40,0,128, 10,00:00:13.252,0.0,00:00:13.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-04,mon_48shot_dmx,1,,|,,,GFX9064,,13777,1,2,40,1,255,0 10,00:00:13.252,0.0,00:00:13.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-04,mon_48shot_dmx,1,,|,,,GFX9064,,13777,1,2,40,4,165,0 11,00:00:13.592,0.0,00:00:13.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-04,mon_48shot_dmx,1,,|,,,GFX9064,,13777,1,2,40,2,255,0 13,00:00:15.252,0.0,00:00:15.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-05,mon_48shot_dmx,1,,|,,,GFX9064,,13778,1,1,50,0,128, 13,00:00:15.252,0.0,00:00:15.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-05,mon_48shot_dmx,1,,|,,,GFX9064,,13778,1,2,50,1,255,0 13,00:00:15.252,0.0,00:00:15.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-05,mon_48shot_dmx,1,,|,,,GFX9064,,13778,1,2,50,4,165,0 14,00:00:15.592,0.0,00:00:15.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-05,mon_48shot_dmx,1,,|,,,GFX9064,,13778,1,2,50,2,255,0 16,00:00:17.252,0.0,00:00:17.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-06,mon_48shot_dmx,1,,|,,,GFX9064,,13779,1,1,60,0,128, 16,00:00:17.252,0.0,00:00:17.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-06,mon_48shot_dmx,1,,|,,,GFX9064,,13779,1,2,60,1,255,0 16,00:00:17.252,0.0,00:00:17.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-06,mon_48shot_dmx,1,,|,,,GFX9064,,13779,1,2,60,4,165,0 17,00:00:17.592,0.0,00:00:17.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-06,mon_48shot_dmx,1,,|,,,GFX9064,,13779,1,2,60,2,255,0 19,00:00:19.252,0.0,00:00:19.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-07,mon_48shot_dmx,1,,|,,,GFX9064,,13780,2,1,70,0,128, 19,00:00:19.252,0.0,00:00:19.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-07,mon_48shot_dmx,1,,|,,,GFX9064,,13780,2,2,70,1,255,0 19,00:00:19.252,0.0,00:00:19.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-07,mon_48shot_dmx,1,,|,,,GFX9064,,13780,2,2,70,4,165,0 20,00:00:19.592,0.0,00:00:19.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-07,mon_48shot_dmx,1,,|,,,GFX9064,,13780,2,2,70,2,255,0 22,00:00:21.252,0.0,00:00:21.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-08,mon_48shot_dmx,1,,|,,,GFX9064,,13781,2,1,80,0,128, 22,00:00:21.252,0.0,00:00:21.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-08,mon_48shot_dmx,1,,|,,,GFX9064,,13781,2,2,80,1,255,0 22,00:00:21.252,0.0,00:00:21.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-08,mon_48shot_dmx,1,,|,,,GFX9064,,13781,2,2,80,4,165,0 23,00:00:21.592,0.0,00:00:21.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-08,mon_48shot_dmx,1,,|,,,GFX9064,,13781,2,2,80,2,255,0 25,00:00:23.252,0.0,00:00:23.252,,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-09,mon_48shot_dmx,1,,|,,,GFX9064,,13782,2,1,90,0,128, 25,00:00:23.252,0.0,00:00:23.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-09,mon_48shot_dmx,1,,|,,,GFX9064,,13782,2,2,90,1,255,0 25,00:00:23.252,0.0,00:00:23.252,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-09,mon_48shot_dmx,1,,|,,,GFX9064,,13782,2,2,90,4,165,0 26,00:00:23.592,0.0,00:00:23.592,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-09,mon_48shot_dmx,1,,|,,,GFX9064,,13782,2,2,90,2,255,0 28,00:00:27.490,0.0,00:00:27.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-01,mon_48shot_dmx,1,,|,,,GFX9064,,13783,3,2,10,1,255,0 28,00:00:27.490,0.0,00:00:27.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-01,mon_48shot_dmx,1,,|,,,GFX9064,,13783,3,2,10,4,165,0 29,00:00:27.830,0.0,00:00:27.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-01,mon_48shot_dmx,1,,|,,,GFX9064,,13783,3,2,10,2,255,0 31,00:00:29.490,0.0,00:00:29.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-02,mon_48shot_dmx,1,,|,,,GFX9064,,13784,3,2,20,1,255,0 31,00:00:29.490,0.0,00:00:29.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-02,mon_48shot_dmx,1,,|,,,GFX9064,,13784,3,2,20,4,165,0 32,00:00:29.830,0.0,00:00:29.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-02,mon_48shot_dmx,1,,|,,,GFX9064,,13784,3,2,20,2,255,0 34,00:00:31.490,0.0,00:00:31.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-03,mon_48shot_dmx,1,,|,,,GFX9064,,13785,3,2,30,1,255,0 34,00:00:31.490,0.0,00:00:31.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-03,mon_48shot_dmx,1,,|,,,GFX9064,,13785,3,2,30,4,165,0 35,00:00:31.830,0.0,00:00:31.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-03,mon_48shot_dmx,1,,|,,,GFX9064,,13785,3,2,30,2,255,0 37,00:00:33.490,0.0,00:00:33.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-04,mon_48shot_dmx,1,,|,,,GFX9064,,13786,4,2,40,1,255,0 37,00:00:33.490,0.0,00:00:33.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-04,mon_48shot_dmx,1,,|,,,GFX9064,,13786,4,2,40,4,165,0 38,00:00:33.830,0.0,00:00:33.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-04,mon_48shot_dmx,1,,|,,,GFX9064,,13786,4,2,40,2,255,0 40,00:00:35.490,0.0,00:00:35.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-05,mon_48shot_dmx,1,,|,,,GFX9064,,13787,4,2,50,1,255,0 40,00:00:35.490,0.0,00:00:35.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-05,mon_48shot_dmx,1,,|,,,GFX9064,,13787,4,2,50,4,165,0 41,00:00:35.830,0.0,00:00:35.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-05,mon_48shot_dmx,1,,|,,,GFX9064,,13787,4,2,50,2,255,0 43,00:00:37.490,0.0,00:00:37.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-06,mon_48shot_dmx,1,,|,,,GFX9064,,13788,4,2,60,1,255,0 43,00:00:37.490,0.0,00:00:37.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-06,mon_48shot_dmx,1,,|,,,GFX9064,,13788,4,2,60,4,165,0 44,00:00:37.830,0.0,00:00:37.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-06,mon_48shot_dmx,1,,|,,,GFX9064,,13788,4,2,60,2,255,0 46,00:00:39.490,0.0,00:00:39.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-07,mon_48shot_dmx,1,,|,,,GFX9064,,13789,5,2,70,1,255,0 46,00:00:39.490,0.0,00:00:39.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-07,mon_48shot_dmx,1,,|,,,GFX9064,,13789,5,2,70,4,165,0 47,00:00:39.830,0.0,00:00:39.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-07,mon_48shot_dmx,1,,|,,,GFX9064,,13789,5,2,70,2,255,0 49,00:00:41.490,0.0,00:00:41.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-08,mon_48shot_dmx,1,,|,,,GFX9064,,13790,5,2,80,1,255,0 49,00:00:41.490,0.0,00:00:41.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-08,mon_48shot_dmx,1,,|,,,GFX9064,,13790,5,2,80,4,165,0 50,00:00:41.830,0.0,00:00:41.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-08,mon_48shot_dmx,1,,|,,,GFX9064,,13790,5,2,80,2,255,0 52,00:00:43.490,0.0,00:00:43.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-09,mon_48shot_dmx,1,,|,,,GFX9064,,13791,5,2,90,1,255,0 52,00:00:43.490,0.0,00:00:43.490,0.82,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-09,mon_48shot_dmx,1,,|,,,GFX9064,,13791,5,2,90,4,165,0 53,00:00:43.830,0.0,00:00:43.830,0.48,0,0,Explo [001] Macro Step RL13 Short,,Explo X2 Wave Flamer,flame,Pos-09,mon_48shot_dmx,1,,|,,,GFX9064,,13791,5,2,90,2,255,0 55,00:00:50.744,0.0,00:00:50.744,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,1,,,,G2XX1000,,13792,6,,,,, 56,00:00:50.844,0.0,00:00:50.844,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,2,,,,G2XX1000,,13793,6,,,,, 57,00:00:50.944,0.0,00:00:50.944,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,3,,,,G2XX1000,,13794,6,,,,, 58,00:00:51.044,0.0,00:00:51.044,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,4,,,,G2XX1000,,13795,6,,,,, 59,00:00:51.144,0.0,00:00:51.144,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,5,,,,G2XX1000,,13796,6,,,,, 60,00:00:51.244,0.0,00:00:51.244,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,6,/,,,G2XX1000,,13797,6,,,,, 61,00:00:51.344,0.0,00:00:51.344,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,7,/,,,G2XX1000,,13798,6,,,,, 62,00:00:51.444,0.0,00:00:51.444,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,8,/,,,G2XX1000,,13799,6,,,,, 63,00:00:51.544,0.0,00:00:51.544,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,9,/,,,G2XX1000,,13800,6,,,,, 64,00:00:51.644,0.0,00:00:51.644,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,10,/,,,G2XX1000,,13801,6,,,,, 65,00:00:57.125,0.0,00:00:57.125,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,11,,,,G2XX1000,,13802,,,,,, 66,00:00:57.225,0.0,00:00:57.225,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,12,,,,G2XX1000,,13803,,,,,, 67,00:00:57.325,0.0,00:00:57.325,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,13,,,,G2XX1000,,13804,,,,,, 68,00:00:57.425,0.0,00:00:57.425,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,14,,,,G2XX1000,,13805,,,,,, 69,00:00:57.525,0.0,00:00:57.525,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,15,,,,G2XX1000,,13806,,,,,, 70,00:00:57.625,0.0,00:00:57.625,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,16,/,,,G2XX1000,,13807,,,,,, 71,00:00:57.725,0.0,00:00:57.725,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,17,/,,,G2XX1000,,13808,,,,,, 72,00:00:57.825,0.0,00:00:57.825,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,18,/,,,G2XX1000,,13809,,,,,, 73,00:00:57.925,0.0,00:00:57.925,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,19,/,,,G2XX1000,,13810,,,,,, 74,00:00:58.025,0.0,00:00:58.025,2.14,1,1,Red Comet,"2""",2 Assorted,comet,Pos-10,mon_48shot_dmx,1,20,/,,,G2XX1000,,13811,,,,,, Figure 3 – Example Mongoose firing system script with subsections and hazard groups.   Table 4 – Example files Download link Explanation test-mongoose-dmx.mif Example exported file  (CSV) test-mongoose-dmx.fin Example show file (FIN)